Welcome to Aetherbound
This guide provides an interactive way to learn the core mechanics of Aetherbound, a modular narrative adventure game. Explore the sections to understand how to build the world, move your hero, and face the dangers that await.
Core Components
Region Tiles
Square tiles that form the modular game board as you explore.
Chronicle Deck
The narrative heart of the game, functioning like a choose-your-own-adventure book.
Roamer Tokens
Wandering monsters that create dynamic threats across the map.
Character Cards
Your hero, with unique stats and abilities for Brawn, Wit, and Vigor.
Relic/Power Cards
Powerful upgrades and single-use items to aid your quest.
Resource Tokens
Track your health, gold, and any status effects affecting your hero.
Special Location Tiles
Unique, large tiles triggered by the Chronicle Deck for major narrative events.
The Hero: Attributes & Inventory
Your hero is defined by three core attributes, which are tested in combat, skill challenges, and narrative choices. Managing your limited inventory is key to survival.
Core Attributes
πͺ Brawn
Represents raw physical power, weapon skill, and brute-force tenacity. Tested in heavy labor checks and **Brawn-Focus** combat.
π§ Wit
Represents intelligence, cunning, magical aptitude, and psychological defense. Tested in riddle encounters and **Wit-Focus** combat.
β€οΈ Vigor (Health)
Represents endurance, natural resilience, and overall well-being. This is also your **Health** track. Tested when resisting poisons or in **Vigor-Focus** combat.
Inventory Limits: Dedicated Gear & Special Items
Your hero can equip and carry items in three distinct categories, forcing tough decisions about what to keep:
π‘οΈ Dedicated Gear Slots (Permanent)
These are specific slots for permanent, wear-able equipment, which typically provide passive defense or attack bonuses:
- 1 **Helmet**
- 1 **Armor** (Body)
- 1 **Boots** (Feet)
- 2 **Hand Items** (Weapons, Shields, Tools)
π Special Slots (Relics)
Relics are powerful, often magical items with unique, narrative-based effects. They don't count against your Gear Slots.
2 Relic Slots
If you acquire a third relic, you must immediately choose one of your equipped relics to **discard**.
π§ͺ Consumable Pouch (Single-Use)
This is for single-use items like potions, elemental oils, or scrolls.
2 Slots
- When a Consumable is used, it is **discarded**, and the slot becomes free.
**Gold, Keys, and Quest Items** (Items explicitly named in a Chronicle entry) do not occupy these slots and can be collected freely.
The Map & Movement
The world of Aetherbound is built by you. Movement is strategic, with every step costing Movement Points (MP) based on the terrain. You start each turn with 4 MP. Click on a terrain type below to see its rules.
Select a Terrain
The Exploration Commitment
When you move off the edge of an explored tile into the unknown, you must commit to the journey. This action costs **all your remaining Movement Points**, and your turn ends immediately after you draw and place the new Region Tile. Plan your turns carefully before venturing into new lands!
Gameplay Loop
Each turn in Aetherbound follows a clear sequence of phases. Mastering this flow is key to planning your adventure and reacting to the ever-changing world.
Gain MP
Restore your Movement Points to your maximum of 4 MP.
Move
Spend MP to move across the board, paying attention to terrain costs.
Explore or Encounter
Either use the Exploration Commitment rule to add a new tile or end your move on a Location Icon to trigger an encounter.
Resolve Encounter
If you triggered an encounter, draw from the Chronicle Deck and follow the narrative.
Roamer Movement
After your turn is complete, all Roamer Tokens on the board move.
Decentralized Locations & Encounters
Locations of interest can appear on any space of a Region Tile. Ending your turn on a space with a Location Icon triggers an event from the Chronicle Deck, shaping your story.
Town/Village
Trigger: MAY end movement here.
A safe haven. These locations allow you to Rest to heal Vigor, or enter the Market to trade gold for vital relics and supplies.
Ancient Ruins
Trigger: MUST end movement here.
Dangerous and mysterious places. Entering forces an encounter that often involves combat or a difficult skill test, with a high chance of spawning a Roamer threat.
Shrine/Altar
Trigger: MAY spend 1 Gold to activate.
Places of power. By making an offering, you can attempt a stat test to gain a temporary blessing or even discover a permanent, powerful Relic card.
Special Location Tiles (The Climax)
Special Location Tiles are large, unique destinations that replace the standard 3x3 Region Tile when called for by a specific high-value Chronicle Card. These locations usually represent a major narrative objective, such as a sprawling labyrinth, a massive fortress, or a dynamic dungeon.
- Trigger: The Chronicle Card instructs you to draw a specific named Special Location Tile.
- Objective: These tiles have unique internal rules and goals (e.g., "Find the Sunken Key," "Defeat the Sentinel").
- Resolution: Once the objective is complete, the Special Location Tile is discarded, and you return to the edge of the regular map, resolving the Chronicle Card's next step.
Dynamic Threats: Roamers
The world is not static. As you explore dangerous locations, you may unleash Roamersβwandering monsters that hunt players and make travel perilous. Use the simulation below to see how they move.
Roamer Movement Rules
- Spawning: Roamers are placed on the board as a result of outcomes from the Chronicle Deck, usually after exploring Ruins.
- Movement AI: At the end of each player's turn, every Roamer moves **exactly 1 space** towards the nearest player.
- Unstoppable: Roamers ignore all terrain movement costs. A mountain is no different from a plain to them.
- **Combat:** If a Roamer moves onto your space, combat is triggered immediately! The monster card determines the required **Combat Focus**.
Resolving Combat: The Combat Focus System
Combat is resolved using a simple **1D6 + Attribute** test, but the monster determines which attribute is tested. This keeps resolution fast while allowing monsters to challenge different aspects of your character.
- **Determine Focus:** When combat is initiated, check the Monster Card. It will be marked with a **Combat Focus** icon: **Brawn**, **Wit**, or **Vigor**.
- **Roll and Add:** Roll one **six-sided die (D6)** and add your score for the attribute matching the monster's Combat Focus.
- **Compare to Defense:** Compare your total to the monster's **Defense Value (DV)**.
- **Success (Total $\ge$ DV):** You defeat the monster. Gain any listed reward (Gold, Relic, etc.).
- **Failure (Total < DV):** You take damage equal to the difference between your total and the monster's DV.
Combat Focus Examples:
- **Brawn Focus:** Used for direct physical clashes. (e.g., Ogre, Soldier).
- **Wit Focus:** Used for tactical maneuvering, avoiding psychic attacks, or exploiting magical weaknesses. (e.g., Shadow Wraith, Archmage's construct).
- **Vigor Focus:** Used for resisting poisons, dodging incredibly fast foes, or enduring relentless attrition. (e.g., Plague Beast, Swarm of Insects).